System and method for dynamically altering an in-game experience based on a user&#39;s connection to the game

ABSTRACT

One aspect of the disclosure relates to dynamically altering an in-game experience based on a user&#39;s connection to the online game. The online game may monitor connection strength of a device of the user to a network via which the user may access the online game. The online game may dynamically alter the user&#39;s experience based on the connection strength of the device. The online game may make available or remove the availability of one or more modes of game play to the user based on the connection strength of the user&#39;s device.

FIELD

The disclosure relates to dynamically altering an in-game experiencebased on a user's connection to the online game.

BACKGROUND

Various techniques for altering an in-game experience of an online gamefor a user are known. For example, a game may allow a user to switchbetween a user versus user mode to a user versus environment mode duringgame play. In another example, the functionality of a game may belimited based on a type of device (e.g., mobile device or computer) usedby the user to play the online game. In some examples, the availabilityof a location-based gaming mode may be made based on the type of deviceused by the user to play the online game. Conventional systems, however,may fail to dynamically alter an in-game experience of a user based onthe user's connection type and/or connection strength while playing theonline game. Conventional systems suffer from these and other drawbacks.

SUMMARY

One aspect of the disclosure relates to dynamically altering an in-gameexperience based on a user's connection to the online game. The onlinegame may monitor connection strength of a device of the user to anetwork via which the user may access the online game. The online gamemay dynamically alter the user's experience based on the connectionstrength of the device. The online game may make available or remove theavailability of one or more modes of game play to the user based on theconnection strength of the user's device.

A system configured to facilitate dynamically altering an in-gameexperience based on a user's connection to the online game may includeone or more processors configured to execute compute program modules.The program modules may comprise a game module, connection strengthmodule, a game mode module, and/or other modules.

The game module may be configured to execute an instance of a gamespace. The game module may be configured to facilitate presentation ofviews of the game space to one or more users. The game module may beconfigured to facilitate interaction of the one or more users with thegame space and/or each other by performing operations in the game spacein response to commands received from the one or more users.

The connection strength module may be configured to determine connectionstrength of a device of a user to a network.

The game mode module may be configured to alter availability of one ormore game modes to the user responsive to a change in the determinedconnection strength. The one or more game modes may comprise, forexample, user-versus-user mode, user versus-environment mode, and/orother modes.

A computer-implemented method of dynamically altering an in-gameexperience based on a user's connection to the online game may beimplemented on a computer system that includes one or more physicalprocessors. The method may comprise: executing a game instance of a gamespace; facilitating presentation of views of the game space to one ormore users; facilitating interaction of the one or more users with thegame space and/or each other by performing operations in the game spacein response to commands received from the one or more users, wherein theone or more users comprises a first user; determining connectionstrength of a device of the user to a network; and altering availabilityof one or more game modes to the user responsive to a change in thedetermined connection strength, wherein the one or more game modescomprise: user-versus-user mode or user versus-environment mode.

These and other objects, features, and characteristics of the systemand/or method disclosed herein, as well as the methods of operation andfunctions of the related elements of structure and the combination ofparts and economies of manufacture, will become more apparent uponconsideration of the following description and the appended claims withreference to the accompanying drawings, all of which form a part of thisspecification, wherein like reference numerals designate correspondingparts in the various figures. It is to be expressly understood, however,that the drawings are for the purpose of illustration and descriptiononly and are not intended as a definition of the limits of theinvention. As used in the specification and in the claims, the singularform of “a”, “an”, and “the” include plural referents unless the contextclearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an exemplary system of dynamically altering anin-game experience based on a user's connection to the online game,according to an aspect of the invention.

FIG. 2 illustrates an exemplary method of dynamically altering anin-game experience based on a user's connection to the online game,according to an aspect of the invention.

DETAILED DESCRIPTION

FIG. 1 provides an exemplary illustration of a system 10 configured tofacilitate dynamically altering an in-game experience based on a user'sconnection to the online game, according to various aspects of theinvention. In some implementations, system 10 may include a server 12.The server 12 may be configured to communicate with one or more clientcomputing platforms 14 according to a client/server architecture. Theusers may access system 10 and/or the virtual space via client computingplatforms 14.

The server 12 may be configured to execute one or more computer programmodules. The computer program modules may include one or more of a gamemodule 18, a user module 20, a connection strength module 22, a gamemode module 24, and/or other modules.

The game module 18 may be configured to execute an instance of a gamespace. In some implementations, the game space may be a virtual space.As such, a game space may be an instance of the virtual space. A spacemodule may be configured to implement the instance of the virtual spaceexecuted by the computer modules to determine state of the virtualspace. The state may then be communicated (e.g., via streaming visualdata, via object/position data, and/or other state information) fromserver 12 to client computing platforms 14 for presentation to users.The state determined and transmitted to a given client computingplatform 14 may correspond to a view for a user character beingcontrolled by and/or associated with a user via the given clientcomputing platform 14. The state determined and transmitted to a givenclient computing platform 14 may correspond to a location in the virtualspace. The view described by the state for the given client computingplatform may correspond, for example, to the location from which theview is taken, the location the view depicts, and/or other locations, azoom ratio, a dimensionality of objects, a point-of-view, and/or viewparameters of the view. One or more of the view parameters may beselectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platforms 14)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The instance of the virtual space and/or the game that takes placetherein may be persistent. That is, the virtual space and/or the gamemay continue on whether or not individual players are currently loggedin and/or participating in the game. A player that logs out of thevirtual space and then logs back in some time later may find the virtualspace has been changed through the interactions of other players withthe virtual space during the time the player was logged out. Thesechanges may include changes to the simulated physical space, changes inthe player's inventory, changes in other player's inventories, changesexperienced by non-player characters, and/or other changes.

The above description of the manner in which state of the virtual spaceis determined by space module is not intended to be limiting. The spacemodule may be configured to express the virtual space in a more limited,or richer, manner. For example, views determined for the virtual spacerepresenting the state of the instance of the virtual space may beselected from a limited set of graphics depicting an event in a givenplace within the virtual space. The views may include additional content(e.g., text, audio, pre-stored video content, and/or other content) thatdescribes particulars of the current state of the place, beyond therelatively generic graphics. For example, a view may include a genericbattle graphic with a textual description of the opponents to beconfronted. Other expressions of individual places within the virtualspace are contemplated.

Within the instance(s) of the virtual space executed by space module,users may control characters, objects, simulated physical phenomena(e.g., wind, rain, earthquakes, and/or other phenomena), and/or otherelements within the virtual space to interact with the virtual spaceand/or each other. The user characters may include avatars. As usedherein, the term “user character” may refer to an object (or group ofobjects) present in the virtual space that represents an individualuser. The user character may be controlled by the user with which it isassociated. The user controlled element(s) may move through and interactwith the virtual space (e.g., non-user characters in the virtual space,other objects in the virtual space). The user controlled elementscontrolled by and/or associated with a given user may be created and/orcustomized by the given user.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 14. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 14.Communications may be routed to and from the appropriate users throughserver 12 (e.g., through game module 18).

The user module 20 may be configured to access and/or manage one or moreuser accounts and/or user information associated with users of thesystem 10. The one or more user accounts and/or user information mayinclude information stored by server 12, one or more of the clientcomputing platforms 14, and/or other storage locations. The useraccounts may include, for example, information identifying users (e.g.,a username or handle, a number, an identifier, and/or other identifyinginformation) within the virtual space, security login information (e.g.,a login code or password), virtual space account information,subscription information, virtual currency account information (e.g.,related to currency held in credit for a user), relationship information(e.g., information related to relationships between users in the virtualspace), information related to an inventory of virtual units, virtualstructures, virtual currency, virtual items, and/or other virtual assetsof users, virtual space usage information, demographic informationassociated with users, interaction history among users in the virtualspace, information stated by users, purchase information of users,browsing history of users, a client computing platform identificationassociated with a user, a phone number associated with a user, and/orother information related to users.

The user accounts may include at least a first user account for a firstuser. The first user account may comprise, for example, informationrelated to an inventory of one or more virtual units under the controlof and/or associated with the first user, one or more virtual structuresunder the control of and/or associated with the first user, and/or othervirtual assets of the first user.

The connection strength module 22 may be configured to determineconnection strength of a device of a user to a network. The connectionstrength module 22 may be configured to determine connection strength ofthe device to the network via which the user accesses the online game.For example, the connection strength module 22 may read a receivedsignal strength indication (RSSI) of the device. The RSSI of the devicemay indicate connection strength of the device to the network.

The connection strength module 22 may measure the RSSI in dBms and/orany other suitable measure. A dBm may be a power ratio in decibels ofthe measured power of the connection in reference to one milliwatt (mW).A measure of dBms may be used, for example, in radio, microwave, fiberoptics, and/or other communication methods. A measure of dBm mayindicate connection strength on an absolute scale.

The connection strength module 22 may detect a RSSI of the device via anapplication protocol interface (API) of the online game. The API may bedownloaded as part of the game, available for download via the game(e.g., as an extra feature), and/or may otherwise be accessible via theonline game. In some implementations, the connection strength module 22may detect whether an API exists on the device via which the connectionstrength module 22 may detect RSSI of the device. In someimplementations, the connection strength module 22 may detect whetheranother application or functionality exists on the device via which theconnection strength module 22 may detect the RSSI of the device. Theconnection strength module 22 may store each detected RSSI of the devicein the non-transitory electronic storage media 30. In someimplementations, the connection strength module 22 may store a detectedRSSI of the device, a time stamp at which the RSSI was determined,and/or other information related to the connection strength of thedevice. The connection strength module 22 may store the informationrelated to the connection strength of the device each time theconnection strength is determined, at predetermined time periods, onceevery predetermined number of times the connection strength isdetermined, and/or at other times.

The connection strength module 22 may detect RSSI of the device on aperiodic basis. For example, the connection strength module 22 maydetect RSSI every predetermined time period, responsive to a conditionoccurring in the game, responsive to a change to a user's interactionwith the game, and/or based on other changes that may occur relative tothe game. A condition that may occur in the game may comprise, forexample, loading of the game, loss of the game by the user, loading of anew level in the game, increasing a level of game play in the game,downloading of a new version of the game, saving game information to abackup repository on the network, and/or other condition that may occurin the game. A change in the user's interaction with the game maycomprise, for example, a predetermined interaction between the user andthe game, obtaining a new skill by a user, obtaining a new virtualasset, and/or other change that affects the user's game play.

The game mode module 24 may be configured to alter availability of oneor more game modes to the user responsive to a change in the determinedconnection strength. The one or more game modes may comprise, forexample, user-versus-user mode, user versus-environment mode, and/orother modes. The game mode module 24 may alter availability of a gamemode responsive to a change in a determined connection strength relativeto, for example, a threshold connection strength.

In some implementations, the non-transitory electronic storage media 30may store the threshold connection strength. In some implementations,the threshold connection strength may be set by game administrators, maybe pre-set and unchangeable, may be changed by a user of the onlinegame, may be changed by the online game, and/or may otherwise bedetermined. For example, an initial threshold connection strength may beset by a game administrator and may be the threshold connection strengthavailable upon download of the game. The initial threshold connectionstrength may comprise, for example a value within a range of 78-82 dBms.In some implementations, the initial threshold connection strength is 80dBm. In some implementations, the initial threshold connection strengthmay not be changed.

In some implementations, the connection strength module 22 is configuredto determine a latency of a user action in the online game. For example,the connection strength module 22 may determine latency of a user actionbased on a response time until a response is presented through the viewsof the game space to the user. The connection strength module 22 maystore information related to the determined connection strength duringthe user action. Responsive to one or more conditions occurring, theconnection strength module 22 may determine whether the determinedconnection strength associated with the user action is less than athreshold connection strength. The conditions may comprise, for example,the latency exceeding a predetermined threshold, the latency beingoutside a normal range of latencies, and/or another condition related toan abnormal latency value. Responsive to the determined connectionstrength being less than the threshold connection strength, theconnection strength module 22 may change the threshold connectionstrength to be the determined connection strength.

In some implementations, the connection strength module 22 may determinea new threshold connection strength based on the values of the storedconnection strengths of the device of the user to the network from thenon-transitory electronic storage media. The values of the storedconnection strengths may comprise, for example, all stored values, themost recent predetermined number of values (based on time stamps storedwith the values), a random sampling of a predetermined number of values,and/or other set of values of the stored connection strengths. Forexample, the connection strength module 22 may determine a new thresholdconnection strength based on an average of the values of the storedconnection strengths. In another example, the connection strength module22 may determine a threshold connection strength based on adetermination of a standard deviation of the stored connectionstrengths. In another example, the connection strength module 22 maydetermine a threshold connection strength based a rank of the connectionstrengths, where the connection strengths may be ordered based on value.In another example, the connection strength module 22 may determine athreshold connection strength based on a value of a connection strengthat a predetermined percentile rank, where the connection strengths maybe ordered based on value. In some implementations, the connectionstrength module 22 may query the user of the device to input informationrelated to a calculation to apply to the stored connection strengths todetermine a threshold connection strength. The connection strengthmodule 22 may determine a threshold connection strength based on othercalculations related to the stored connection strengths as well, and isnot limited to the examples described herein.

Responsive to calculating a threshold connection strength, theconnection strength module 22 may change the threshold connectionstrength stored in the non-transitory storage media 30 to be thecalculated threshold connection strength.

In some implementations, upon download of a new version of the onlinegame, the threshold connection strength may be changed. For example, avalue of the threshold connection strength may be included in the datadownloaded with the new version of the online game.

In some implementations, a user may manually change the thresholdconnection strength. For example, a user may access settings of theonline game to change the threshold connection strength.

The game mode module 24 may be configured to alter the availability ofthe one or more game modes responsive to the determined connectionstrength changing from being equal to or greater than the thresholdconnection strength to being less than the threshold connectionstrength. The game modes may include, for example, a user-versus-usermode, a user-versus-environment mode, and/or other game modes.

In some implementations, the game mode module 24 may also be configuredto increase the emphasis of one or more features related to an availablegame mode in the online game in the views of the game space presented tothe user responsive to another game mode becoming unavailable based onthe change in the determined connection strength. For example, the gamemode module 24 may increase brightness, make color more vibrant, addeffects, and/or otherwise provide emphasis to one or more featuresrelated to an available game mode in the online game in the views of thepresented game space.

In some implementations, the game mode module 24 may de-emphasize one ormore features related to an unavailable game mode in the online game inthe views of the game space presented to the user responsive to anothergame mode becoming unavailable based on the change in the determinedconnection strength. For example, the game mode module 24 may gray out,remove, remove input capabilities from, and/or otherwise de-emphasizeone or more features of the online game related to an unavailable gamemode.

The game mode module 24 may be configured to alter the availability ofone or more game modes by automatically changing from one game mode toanother game mode responsive to a determined connection strengthexceeding and/or falling below the threshold connection strength. Forexample, the game mode module 24 may automatically change from auser-versus-user mode to a user-versus environment mode responsive tothe determined threshold connection strength changing from being equalto or greater than the threshold connection strength to being less thanthe threshold connection strength. In another example, the game modemodule 24 may automatically make available a user-versus-user mode alongwith a user-versus environment mode responsive to the determinedthreshold connection strength changing from being less than thethreshold connection strength to being equal to or greater than thethreshold connection strength.

In some implementations, the game mode module 24 may be configured tonotify the user responsive a change in determined connection strengthrelative to the threshold connection strength. For example, the gamemode module 24 may be configured to notify the user responsive to thedetermined connection strength changing from below the thresholdconnection strength to equal to or greater than the threshold connectionstrength. In some implementations, the game mode module 24 mayautomatically make available a user-versus-user mode responsive to theincrease in connection strength. In some implementations, the game modemodule 24 may only notify the user responsive to the determinedconnection strength being equal to or above threshold connectionstrength for a predetermined amount of time. The predetermined amount oftime may be set by administrators of the online game, may be pre-setwith the online game, may be set by the user, may be determined based oncalculations related to the stored connection strengths in thenon-transitory electronic storage media 30, and/or may be otherwisedetermined.

In some implementations, the game mode module 24 may receive input fromthe user responsive to notifying the user of the change in connectionstrength relative to the threshold connection strength. The game modemodule 24 may be configured to alter the available of the game modes bymaking available the user versus user mode responsive to receiving theinput from the user.

In some implementations, the game mode module 24 may be configured tonotify a user of a potential change in availability of game modes. Forexample, responsive to the connection strength decreasing apredetermined amount in a predetermined amount of time, the game modemodule 22 may be configured to notify that user that a game mode (e.g.,user versus user game mode) may not be available, although the currentdetermined connection strength may be equal to or above the thresholdconnection strength. In some implementations, the notification that agame mode may not be available may comprise one or more of: an amount oftime before the game mode may not be available, an estimated number ofplays that may be made by the user in the game mode before the game modemay not be available, and/or other information related to theavailability of the game mode. The predetermined amount of time may beset by administrators of the online game, may be pre-set with the onlinegame, may be set by the user, may be determined based on calculationsrelated to the stored connection strengths in the non-transitoryelectronic storage media 30, and/or may be otherwise determined.

In some implementations, the server 12, client computing platforms 14,and/or other components of the system 10 may be operatively linked viaone or more electronic communication links. For example, such electroniccommunication links may be established, at least in part, via a networksuch as the Internet and/or other networks. It will be appreciated thatthis is not intended to be limiting, and that the scope of thisdisclosure includes implementations in which servers 12, clientcomputing platforms 14, and/or other components of the system 10 may beoperatively linked via some other communication media.

A given client computing platform 14 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 14 to interface with system 10and/or other components of the system 10, and/or provide otherfunctionality attributed herein to client computing platforms 14. By wayof non-limiting example, the given client computing platform 14 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

The server 12 may include electronic storage 30, one or more processors16, and/or other components. The server 12 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server 12 in FIG. 1 isnot intended to be limiting. The server 12 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server 12. For example,server 12 may be implemented by a cloud of computing platforms operatingtogether as server 12.

Electronic storage 30 may comprise electronic storage media thatelectronically stores information. The electronic storage media ofelectronic storage 30 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 12and/or removable storage that is removably connectable to server 12 via,for example, a port (e.g., a USB port, a FireWire port, etc.) or a drive(e.g., a disk drive, etc.). Electronic storage 30 may include one ormore of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. The electronicstorage 30 may include one or more virtual storage resources (e.g.,cloud storage, a virtual private network, and/or other virtual storageresources). Electronic storage 30 may store software algorithms,information determined by processor 16, information received from server12, information received from client computing platforms 14 and/or otherinformation that enables server 12 to function as described herein.

Processor(s) 16 is configured to provide information processingcapabilities in server 12. As such, processor 16 may include one or moreof a digital processor, an analog processor, a digital circuit designedto process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 16 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 16 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 16 may represent processing functionality of aplurality of devices operating in coordination. The processor 16 may beconfigured to execute modules 18, 20, 22, 24, and/or other modules.Processor 16 may be configured to execute modules 18, 20, 22, 24, and/orother modules by software; hardware; firmware; some combination ofsoftware, hardware, and/or firmware; and/or other mechanisms forconfiguring processing capabilities on processor 16.

It should be appreciated that although modules 18, 20, 22, 24, and/orother modules are illustrated in FIG. 1 as being co-located within asingle processing unit, in implementations in which processor 16includes multiple processing units, one or more of modules 18, 20, 22,24, and/or other modules may be located remotely from the other modules.The description of the functionality provided by the different modules18, 20, 22, 24, and/or other modules described below is for illustrativepurposes, and is not intended to be limiting, as any of modules 18, 20,22, 24, and/or other modules may provide more or less functionality thanis described. For example, one or more of modules 18, 20, 22, 24, and/orother modules may be eliminated, and some or all of its functionalitymay be provided by other ones of modules 18, 20, 22, 24, and/or othermodules. As another example, processor 16 may be configured to executeone or more additional modules that may perform some or all of thefunctionality attributed below to one of modules 18, 20, 22, 24, and/orother modules.

FIG. 2 illustrates a method 50 of dynamically altering an in-gameexperience based on a user's connection to the online game, according tovarious aspects of the invention. The operations of method 50 presentedbelow are intended to be illustrative. In some embodiments, method 50may be accomplished with one or more additional operations notdescribed, and/or without one or more of the operations discussed.Additionally, the order in which the operations of method 50 areillustrated in FIG. 2 and described below is not intended to belimiting.

In some embodiments, method 50 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 50 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 50.

At an operation 52, an instance of a virtual space may be executed. Insome implementations, operation 52 may be performed by a game module thesame as or similar to game module 18 (shown in FIG. 1 and describedabove).

At an operation 54, views of the game space may be presented to one ormore users. The views may be presented to users via client computingplatforms. In some implementations, operation 54 may be performed by agame module the same as or similar to game module 18 (shown in FIG. 1and described above).

At an operation 56, interaction of the one or more users with the gamespace and/or each other may be facilitated by performing operations inthe game space in response to commands received from the one or moreusers. In some implementations, operation 56 may be performed by a gamemodule the same as or similar to game module 18 (shown in FIG. 1 anddescribed herein) and/or a battle module the same as or similar to gamemodule 28 (shown in FIG. 1 and described herein).

At operation 58, a connection strength of a device of the user to anetwork may be determined. In some implementations, operation 58 may beperformed by a connection strength module the same as or similar toconnection strength module 22 (shown in FIG. 1 and described herein).

At an operation 60, availability of one or more game modes to the usermay be altered responsive to a change in the determined connectionstrength, wherein the one or more game modes comprise: user-versus-usermode or user versus-environment mode. In some implementations, operation60 may be performed by a game mode module the same as or similar to gamemode module 24 (shown in FIG. 1 and described herein).

Although the system(s) and/or method(s) of this disclosure have beendescribed in detail for the purpose of illustration based on what iscurrently considered to be the most practical and preferredimplementations, it is to be understood that such detail is solely forthat purpose and that the disclosure is not limited to the disclosedimplementations, but, on the contrary, is intended to covermodifications and equivalent arrangements that are within the spirit andscope of the appended claims. For example, it is to be understood thatthe present disclosure contemplates that, to the extent possible, one ormore features of any implementation can be combined with one or morefeatures of any other implementation.

What is claimed is:
 1. A system for dynamically altering an in-gameexperience for an online game based on a signal strength, the systemcomprising: one or more processors configured by machine-readableinstructions to: to execute a game instance of a game space for theonline game, and to use the game instance of the game space to generatestate information that is transmitted over a network to client devicesassociated with users, wherein transmission of the state informationfacilitates presentation of views of the game space to the users, and toimplement the game instance of the game space to facilitate interactionof the one or more users with the game space and/or each other byperforming operations in the game space in response to commands receivedover the network from the client devices associated with the users,wherein the online game has one or more modes of gameplay in whichindividual ones of the modes of gameplay include different types ofoperations performable in the game instance in response to the commandsfrom the users, and wherein the users comprise a first user associatedwith a first device; to determine the signal strength of the firstdevice of the first user connected to the network; perform a mode ofgameplay determination by determining one or more of the modes ofgameplay to be made available to the first user from a set of modes ofgameplay based on the determined connection strength; and alteravailability of one or more of the modes of gameplay to be madeavailable to the first user responsive to the determined signal strengthbeing below a threshold signal strength.
 2. The system of claim 1,wherein the one or more processors are further configured bymachine-readable instructions to store the threshold signal strength;and alter the availability of the one or more modes of gameplayresponsive to the determined signal strength changing from being equalto or greater than the threshold signal strength to being less than thethreshold signal strength.
 3. The system of claim 2, wherein the one ormore processors are configured by machine-readable instructions to:increase emphasis of one or more features related to an available modeof gameplay in the online game in the views of the game space presentedto the one or more users responsive to another mode of gameplay becomingunavailable based on the change in the determined signal strength. 4.The system of claim 3, wherein the one or more processors are configuredby machine-readable instructions to alter availability of the one ormore modes of gameplay by: automatically changing modes of gameplayresponsive to the determined threshold signal strength changing frombeing equal to or greater than the threshold signal strength to beingless than the threshold signal strength.
 5. The system of claim 3,wherein the one or more processors are configured by machine-readableinstructions to: notify the user responsive to the determined signalstrength changing from below the threshold signal strength to equal toor greater than the threshold signal strength.
 6. The system of claim 5,wherein the one or more processors are configured by machine-readableinstructions to: alter the availability of the one or more modes ofgameplay responsive to receiving input from the user based on thereceived notification that the determined signal strength is equal to orgreater than the threshold signal strength.
 7. The system of claim 5,wherein the one or more processors are configured by machine-readableinstructions to notify the user responsive to the determined signalstrength being equal to or above threshold signal strength for apredetermined amount of time.
 8. The system of claim 5, wherein thedetermined signal strength is equal to or above the threshold signalstrength, and wherein the one or more processors are configured bymachine-readable instructions to notify the user that at least one ofthe one or more modes of gameplay may not be available responsive to thesignal strength decreasing a predetermined amount in a predeterminedamount of time.
 9. The system of claim 8, wherein the notification thatat least one of the one or more modes of gameplay may not be availablecomprises one or more of: an amount of time before mode of gameplaychanged, or an estimated number of plays that may be made by the user inthe present mode of gameplay before the present mode of gameplay may notbe available.
 10. The system of claim 2, wherein the one or moreprocessors are configured by machine-readable instructions to: determinelatency of a user action in the online game based on response time untila response is presented through the views of the game space to the user;store information related to the determined signal strength during theuser action; responsive to one or more of: the latency exceeding apredetermined threshold, or the latency being outside a normal range oflatencies, determine whether the determined signal strength associatedwith the user action is less than the threshold signal strength; andresponsive to the determined signal strength being less than thethreshold signal strength, change the threshold signal strength to bethe determined signal strength.
 11. A computer-implemented method ofdynamically altering an in-game experience based on a signal strength,the method being implemented on a computer system that includes one ormore physical processors configured by machine-readable instructions,the method comprising: executing a game instance of a game space for theonline game, and to use the game instance of the game space to generatestate information that is transmitted over a network to client devicesassociated with users; facilitating presentation of views of the gamespace to the users; facilitating interaction of the one or more userswith the game space and/or each other by performing operations in thegame space in response to commands received over the network from theclient devices associated with the users, wherein the online game hasone or more modes of gameplay in which individual ones of the modes ofgameplay include different types of operations performable in the gameinstance in response to the commands from the users, and wherein theusers comprise a first user associated with a first device; determiningthe signal strength of the first device of the first user connected tothe network; performing a mode of gameplay determination by determiningone or more of the modes of gameplay to be made available to the firstuser from a set of modes of gameplay based on the determined connectionstrength; and altering availability of one or more of the modes ofgameplay to be made available to the first user responsive to thedetermined signal strength being below a threshold signal strength. 12.The method of claim 11, further comprising: storing the threshold signalstrength, wherein altering the availability of the one or more modes ofgameplay comprises: altering the availability of the one or more modesof gameplay responsive to the determined signal strength changing frombeing equal to or greater than the threshold signal strength to beingless than the threshold signal strength.
 13. The method of claim 12,further comprising: increasing emphasis of one or more features relatedto an available mode of gameplay in the online game in the views of thegame space presented to the one or more users responsive to another modeof gameplay becoming unavailable based on the change in the determinedsignal strength.
 14. The method of claim 13, wherein alteringavailability of the one or more modes of gameplay comprises:automatically changing modes of gameplay responsive to the determinedthreshold signal strength changing from being equal to or greater thanthe threshold signal strength to being less than the threshold signalstrength.
 15. The method of claim 13, further comprising: notifying theuser responsive to the determined signal strength changing from belowthe threshold signal strength to equal to or greater than the thresholdsignal strength.
 16. The method of claim 15, further comprising:altering the availability of the one or more modes of gameplayresponsive to receiving input from the user based on the receivednotification that the determined signal strength is equal to or greaterthan the threshold signal strength.
 17. The method of claim 15, furthercomprising: notifying the user responsive to the determined signalstrength being equal to or above threshold signal strength for apredetermined amount of time.
 18. The method of claim 15, wherein thedetermined signal strength is equal to or above the threshold signalstrength, wherein the method further comprises: notifying the user thatat least one of the one or more modes of gameplay may not be availableresponsive to signal strength decreasing a predetermined amount in apredetermined amount of time.
 19. The method of claim 18, wherein thenotification that at least one of the one or more modes of gameplay maynot be available comprises one or more of: an amount of time before modeof gameplay changed, or an estimated number of plays that may be made bythe user in the present mode of gameplay mode before the mode ofgameplay may not be available.
 20. The method of claim 12, furthercomprising: determining latency of a user action in the online gamebased on response time until a response is presented through the viewsof the game space to the user; storing information related to thedetermined signal strength during the user action; responsive to one ormore of: the latency exceeding a predetermined threshold, or the latencybeing outside a normal range of latencies, determining whether thedetermined signal strength associated with the user action is less thanthe threshold signal strength; and responsive to the determined signalstrength being less than the threshold signal strength, changing thethreshold signal strength to be the determined signal strength.